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大型多人在线网络游戏分布式系统模型研究

     

摘要

针对大型多人在线网络游戏(MMOG)系统的高耦合性问题,提出3种分布式MMOG系统模型.包括以大粒度逻辑解藕游戏业务的服务协同模型、将高计算消耗逻辑从关联业务中分离的业务同步模型,以及通过消息实现自治实体对象间交互的对象通信模型,从计算复杂度、习惯改变、业务转变、分布特性等4个方面评价3种模型.分析结果表明,服务协同模型具有较好的分布性与代码移植性,业务同步模型表现出局部分布性,对象通信模型体现完全分布性.%For the problem of high coupling existing in Massively Multiplayer Online Game(MMOG) system, this paper proposes three kinds of distributed system models for MMOG respectively, including services-coordinated model which is to decouple large-grained logic from game business, logics-synchronized model which is to separate the high computational logic from related business, and objects-communicated model which is to interact among self-governed entity objects through message. It provides four measurement standards including computational complexity, habit change, business transform and distributed capability, which evaluate advantages and disadvantages of three kinds of models. Analysis results show that the services-coordinated model has good distribution and code portability, logics-synchronized model only has partial distribution, objects-communicated model has perfect and full distribution.

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